AGENT MODELING of HUMAN INTERACTION: Stability, Dynamics and Cooperation

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AGENT MODELING of HUMAN INTERACTION: Stability, Dynamics and Cooperation AGENT MODELING OF HUMAN INTERACTION: Stability, Dynamics and Cooperation Thesis submitted for the degree of \Doctor of Philosophy" By Omer Lev Submitted to the Senate of the Hebrew University of Jerusalem August 2015 This work was carried out under the supervision of: Jeffrey S. Rosenschein iv Abstract This work models human behavior and interactions, particularly in domains where there are results indicating that game theoretic solutions diverge from real world dynamics. We do so by extending existing models to incorporate better heuristics and approximations of how people behave and interact. We begin with voting and social-choice where, as the Gibbard-Satterthwaite theorem states, no reasonable voting rule is strategyproof; i.e., there will always be scenarios in which voters are better off mis-reporting their pref- erences and voting strategically. This suggests that in order to understand election results, we should look at Nash equilibria { states where no voter wishes to change their vote. However, not only are there many equilibria, but a significant number of them would never be the outcome of real world votes. We propose several enhancements to the standard voting model to handle these problems: assumptions on voters' nature (a slight preference of voters to vote for what they truly believe); assumptions on voters' dynamics (they participate in an iterative process, in which each voter changes their preference if they believe it will change the outcome); and a more complex model where voters have a view of \plausible" election outcomes based on some notion they have of how others will vote (e.g., a poll). In addition to theoretical proofs and characterizations, we also provide simulation results indicating that these models give us more realistic outcomes. We continue with a similar problem in which Nash Equilibrium, as a so- lution concept, does not correspond to real world outcomes. All-pay auctions model various human endeavors such as the development of medical drugs v vi or crowdsourcing, in which many participants exert effort, but only one wins (e.g., a drug patent) while the rest lose their investment. A naive analysis indicates that no one should participate in such auctions, as the expected profit is zero. We show that assuming players collude (i.e., cooperate with- out other players' knowledge) increases the colluders' expected profit, and in some cases increases the expected profit of the non-colluders as well, due to their ignorance of the collusion. We further address the same problem via a different path, and show that assuming auction participants are not fixed, but rather have a certain probability of participating (as in, for example, crowdsourcing), the expected profit is positive as well. We conclude with two different approaches to using graphs and networks for modeling interactions. Using cooperative game theory we analyze weakest link games, in which a path between a source and a target is valued as the weight of the lightest edge in the path. We show algorithms for finding stable solutions, and the NP-completeness of finding optimal coalition structure (as well as an appropriate approximation algorithm). In particular, we focus on cost of stability calculations, which determine how much more needs to be given to the game scenario to ensure its stability. We then turn to utilizing the graph in a different manner, as representing a social graph, to parts of which we wish to give group recommendations (e.g., what restaurant shall a group of friends go to, or what game should they play together). We pursue an axiomatic approach, in which we specify desirable features, showing that some are incompatible, while some result in a unique recommendation algorithm. Improved models enable a better understanding of humans, capturing in each setting the most salient features that allow us to better represent interactions. Second, they enable us to design agents that react and interact with people, understanding, albeit to a limited degree, how people behave in certain settings. Finally, this enables better mechanism design, giving system designers better models and tools to construct their solutions. Contents 1 Introduction 1 1.1 The Context of Modeling Human Behavior . 1 1.2 Decision Making and Elections . 4 1.3 All-Pay Auctions . 6 1.4 Networks { Human and Otherwise . 6 1.5 A Note on Papers . 9 I Decision-Making and Elections 11 2 Decision-Making Overview & Preliminaries 13 2.1 Preliminaries and Definitions . 15 2.1.1 Voting Rules . 17 2.1.2 Voters: Truth-Bias and Lazy-Bias . 19 2.1.3 Iterative Voting . 20 3 The Truth(-Bias) is Out There: Truth-Biased Voters 23 3.1 Introduction . 23 3.1.1 Related Work . 24 3.2 Simulation Methodology . 26 3.3 Simulation Results . 28 3.4 Analytical Results . 32 3.4.1 Veto Voting Rule . 33 CONTENTS 3.4.2 A Constructive Algorithm . 34 3.4.3 k-Approval . 35 3.5 Summary . 36 4 Don't stop 'Til You Get Enough: Iterative Voting 39 4.1 Introduction . 39 4.1.1 Related Work . 41 4.2 Tie-Breaking Rules . 43 4.3 Voting Rules . 43 4.3.1 Veto . 43 4.3.2 Other Scoring Rules . 44 4.4 Voter Types . 44 4.4.1 Regular Voters . 44 4.4.2 Truth-Biased Voters . 44 4.4.3 Lazy-Biased Voters . 47 4.5 Summary . 48 5 Think Local, Act Global: Local Dominance Voting 53 5.1 Introduction . 53 5.1.1 Related Work . 55 5.2 The Local Dominance Model . 56 5.2.1 Locality . 56 5.2.2 Dominance . 58 5.2.3 Truth and Lazy Bias . 58 5.2.4 Generality . 60 5.3 Iterative Convergence . 60 5.4 Truth-Bias and Lazy-Bias . 62 5.5 Simulation Results . 62 5.6 Summary . 66 CONTENTS II All-Pay Auctions 69 6 All-Pay Auction Overview & Preliminaries 71 6.1 Preliminaries and Definitions . 73 6.1.1 Bids . 74 6.1.2 Bidders . 75 6.1.3 Auctioneers . 76 7 Come Together: Mergers and Collusions in All-Pay Auctions 79 7.1 Introduction . 79 7.1.1 Related Work . 80 7.2 Mergers . 82 7.3 Collusions . 83 7.3.1 A Single Group of Colluders . 84 7.3.2 Optimal Number of Colluders . 85 7.3.3 Auctioneer's Profits . 86 7.3.4 Social Welfare . 86 7.3.5 Other Equilibria . 87 7.4 Response To Collusion . 88 7.4.1 A Player Aware Of Collusion . 88 7.4.2 Several Groups Of Colluders . 89 7.5 Summary . 90 8 \Showing Up is 80% of Life": Participation in All-Pay Auc- tions 93 8.1 Introduction . 93 8.1.1 Related Work . 94 8.2 Equilibrium . 95 8.3 Profits . 97 8.4 Special Case: A Single Participation Probability . 100 8.5 Summary . 101 CONTENTS III Networks 103 9 Networks Overview 105 10 \You are the Weakest Link, Goodbye!": Weakest Link Games107 10.1 Introduction . 107 10.1.1 Related Work . 109 10.2 Preliminary: Cooperative Game Theory . 111 10.2.1 Stability Concepts . 112 10.2.2 Coalition Structures . 114 10.3 Weakest Link Game Definition . 114 10.4 Core and Least-Core . 116 10.5 Cost of Stability and Series and Parallel Compositions . 119 10.6 Optimal Coalition Structures . 121 10.7 Summary . 121 11 Where Do We Want to Go Today?: Group Recommenda- tions 123 11.1 Introduction . 123 11.1.1 Related Work . 125 11.2 The Group Recommendation Model . 126 11.3 The Axioms . 128 11.3.1 The Basic Axioms . 128 11.3.2 Group Power Axioms . 130 11.3.3 Influence Structure Axioms . 132 11.3.4 Independence of Axioms from Each Other . 133 11.4 An Impossibility Result . 134 11.5 A Recommendation System that Works . 135 11.6 Summary . 137 12 When All is Said and Done. 139 Bibliography 143 CONTENTS IV Appendices 175 A Proofs of Part I 177 A.1 Chapter 3 . 177 A.2 Chapter 4 . 186 A.3 Chapter 5 . 203 B Proofs of Part II 209 B.1 Chapter 7 . 209 B.2 Chapter 8 . 214 C Proofs of Part III 217 C.1 Chapter 10 . 217 C.2 Chapter 11 . 224 D Information on Local Dominance Simulations 233 D.1 Distributions . 234 D.2 Collected Variables . 235 CONTENTS Lord, what fools these mortals be! William Shakespeare, A Midsummer Night's Dream Chapter 1 Introduction 1.1 The Context of Modeling Human Behavior Understanding and analyzing human behavior has been attempted since the dawn of human societies, as rulers (and their nascent bureaucracies) have struggled to understand how they can implement their policies with little resistance, and how they can motivate people towards their desired goals. Naturally, philosophers have ventured to answer this, and diverse schools of thought { from Plato and his Greek contemporaries to Confucius in China { have tried to understand human behavior and develop \mechanisms" that would change this behavior more to their liking. These attempts { and the attempts in the millennia that followed { were mostly based on an effort to generalize human behavior from people's ob- served actions in particular times and places. This was usually done through a moral prism, often influenced by the theological views of the time. While the philosophical efforts and debates continued unabated, the ad- vent of the modern age during the late 18th century and early 19th century, made the need for a generalized analysis of human behavior even more acute and necessary [103, 234, 221]: 1 2 CHAPTER 1. INTRODUCTION • The large state: Countries began increasing in size, and along with the speeding of communication, this meant many decision were taken in central bureaucracies, where detailed knowledge of local conditions was limited, to a large extent.
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